#version 110 //include an additional space here so that we can programmatically search for and disable this preprocessor definition easily #define POLYMOST1_EXTENDED //s_texture points to an indexed color texture uniform sampler2D s_texture; //s_palswap is the palette swap texture where u is the color index and v is the shade uniform sampler2D s_palswap; //s_palette is the base palette texture where u is the color index uniform sampler2D s_palette; uniform sampler2D s_detail; uniform sampler2D s_glow; uniform vec2 u_palswapPos; uniform vec2 u_palswapSize; uniform vec2 u_clamp; uniform float u_shade; uniform float u_numShades; uniform float u_visFactor; uniform float u_fogEnabled; uniform float u_useColorOnly; uniform float u_usePalette; uniform float u_npotEmulation; uniform float u_npotEmulationFactor; uniform float u_npotEmulationXOffset; uniform float u_shadeInterpolate; uniform float u_brightness; uniform float u_useDetailMapping; uniform float u_useGlowMapping; varying vec4 v_color; varying float v_distance; const float c_basepalScale = 255.0/256.0; const float c_basepalOffset = 0.5/256.0; const float c_zero = 0.0; const float c_one = 1.0; const float c_two = 2.0; const vec4 c_vec4_one = vec4(c_one); const float c_wrapThreshold = 0.9; void main() { float coordY = mix(gl_TexCoord[0].y,gl_TexCoord[0].x,u_usePalette); float coordX = mix(gl_TexCoord[0].x,gl_TexCoord[0].y,u_usePalette); float period = floor(coordY/u_npotEmulationFactor); coordX += u_npotEmulationXOffset*floor(mod(coordY,u_npotEmulationFactor)); coordY = period+mod(coordY,u_npotEmulationFactor); vec2 newCoord = mix(gl_TexCoord[0].xy,mix(vec2(coordX,coordY),vec2(coordY,coordX),u_usePalette),u_npotEmulation); vec2 transitionBlend = fwidth(floor(newCoord.xy)); transitionBlend = fwidth(transitionBlend)+transitionBlend; vec2 texCoord = mix(mix(fract(newCoord.xy), abs(c_one-mod(newCoord.xy+c_one, c_two)), transitionBlend), clamp(newCoord.xy, c_zero, c_one), u_clamp); vec4 color = texture2D(s_texture, texCoord); float shade = clamp((u_shade+max(u_visFactor*v_distance-0.5*u_shadeInterpolate,c_zero)), c_zero, u_numShades-c_one); float shadeFrac = mod(shade, c_one); float colorIndex = texture2D(s_palswap, u_palswapPos+u_palswapSize*vec2(color.r, floor(shade)/u_numShades)).r; colorIndex = c_basepalOffset + c_basepalScale*colorIndex; vec4 palettedColor = texture2D(s_palette, vec2(colorIndex, c_zero)); colorIndex = texture2D(s_palswap, u_palswapPos+u_palswapSize*vec2(color.r, (floor(shade)+c_one)/u_numShades)).r; colorIndex = c_basepalOffset + c_basepalScale*colorIndex; vec4 palettedColorNext = texture2D(s_palette, vec2(colorIndex, c_zero)); palettedColor.rgb = mix(palettedColor.rgb, palettedColorNext.rgb, shadeFrac*u_shadeInterpolate); float fullbright = mix(u_usePalette*palettedColor.a, c_zero, u_useColorOnly); palettedColor.a = c_one-floor(color.r); color = mix(color, palettedColor, u_usePalette); if (u_useDetailMapping != 0.0) { vec4 detailColor = texture2D(s_detail, gl_TexCoord[3].xy); detailColor = mix(c_vec4_one, 2.0*detailColor, detailColor.a); color.rgb *= detailColor.rgb; } color = mix(color, c_vec4_one, u_useColorOnly); color.rgb = mix(v_color.rgb*color.rgb, color.rgb, fullbright); float fogEnabled = mix(u_fogEnabled, c_zero, u_usePalette); fullbright = max(c_one-fogEnabled, fullbright); float fogFactor = clamp((gl_Fog.end-gl_FogFragCoord)*gl_Fog.scale, fullbright, c_one); //float fogFactor = clamp(gl_FogFragCoord, fullbright, c_one); color.rgb = mix(gl_Fog.color.rgb, color.rgb, fogFactor); if (u_useGlowMapping != 0.0) { vec4 glowColor = texture2D(s_glow, gl_TexCoord[4].xy); color.rgb = mix(color.rgb, glowColor.rgb, glowColor.a*(c_one-u_useColorOnly)); } color.a *= v_color.a; color.rgb = pow(color.rgb, vec3(u_brightness)); gl_FragData[0] = color; }